Description
Spectral Warriors are powerful fighters able link themselves with spirits of fallen warriors to learn, and grow in strength and knowledge of war and battlefields.
As their skills progress and grow more powerful, their link to the undead & spiritual realms allow them to call and fight along Specters and Spirits.
Through out History and folklore, they were seen as myths and legends, but the truth is here, as real as their existence and duties in this world are mysterious.
Often seen as bringers of bad omens, death and chaos, they are feared as much as they are respected. Families aware of their existence would tell their children stories about those Warriors to teach them the dangers of Necromancy.
Credits
This was designed as Skald's gift.
Arts: Guild Wars 2 (Website) & LoR (Website)
Websites used: DND Wiki, Roll20, GM Binder, PostImage and DND Beyond
Thanks to Mr_Jyggalag for the theme.
Nobody is permitted to sell/mint this work as NFTs, nor use/sell any of my work in blockchains, cryptocurrencies or in the promotion of such. It shall not be used to feed AI either. This content is - and will stay - available for free for everyone to enjoy.
Gameplay
Uneasy feeling
When you choose this archetype at 3rd level, your ways of fighting on the battlefield seem extremely unsettling and mystical.
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Unsettling Aura. If an enemy within 15ft of you fails an attack roll against you, your unsettling aura causes their next attack against you this turn to be at disadvantage.
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Mystical movements. Up to twice per long rest, you can cast the Misty Step spell to allow yourself more movement.
Moreover, your Charisma score goes up by 1. You also gain advantage on Intimidation checks, and you can use your Strength instead of your Charisma for them.
Specter Within
Also, starting at the 3rd level, a spirit manifestation comes to you and decides to help you. It resides within the vessel of your choice and can assist you in battles. The weapon will float behind you while linked.
Once per long rest, you can choose a Specter from the list beneath and fuse it to the proper weapon. The weapon must not be considered magical nor have special effects.
It resides within the weapon of your choosing, becoming its vessel until it is broken, bounded to another vessel, or more than 300ft from you. The list of Specter is as follows:
- Specter of the Blade. As a Bonus Action, you command the specter linked to a melee-type weapon to attack a target within range. The rolls and modifier are the same as yours to attack, and the range and amount of damage are as listed on the weapon's sheet, however, it deals necrotic damage instead.
- Specter of the Bow. As a Bonus Action, you command the spirit linked to the a ranged-type weapon to shoot a spectral arrow at the target. The rolls and modifier are the same as yours to attack, and the range and amount of damage are as listed on the weapon's sheet, however, but it deals necrotic damage instead.
- Specter of the Shield. As a Reaction to an attack against you, you can command the spirit linked the shield to brand it in the sky. It augments by 1 your AC until the beginning of your next turn.
Infused Weapons
Starting at 7th level, the weapon or shield that is infused with a Specter becomes stronger.
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At 7th level. The weapon, or the shield, is considered magical and is a +1 item.
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At 11th level. This bonus increases to +2.
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At 15th level. This bonus increases to +3.
Stronger Bound
Also, starting at the 7th level, once per Specter and up to three (3) times per long rest, you can use your action to allow your Specter to make a special attack. The attack depends on the chosen type of Specter.
The abilities are as follow:
- Specter of the Blade. As an Action, you command the Specter to cast the Vampiric Touch spell at 3rd level. As long as you have the vessel weapon equipped on your person, the concentration of this spell cannot be broken.
- Specter of the Bow. As an Action, you command the Specter to shoot a radiant arrow in a straight line of 100ft. All targets on the line have to make a Dexterity saving throw (DC12+ your proficiency modifier) or take 3d6 radiant damage. Half as much on a successful saving throw.
- Specter of the Shield. As an Action, you command the Specter to hit its shield three times, giving 2d6 temporary hit points to each creature you choose/all friendly creatures within 30 feet of you, this effect includes you.
Also, once you are 11th level in Fighter, the first attack you successfully land on a target each turn, one of your specters can assist you and can make an attack on the target. Its attack roll modifier is the same as yours. If the attack lands, it deals 2d8 (+ Infused Weapon) necrotic damage, and once the 17th level in Fighter, it becomes 4d8 (+ Infused Weapon) necrotic damage.
More than One
Starting at 10th level, another Specter decides to help you. You have now two specters, they cannot be bound to the same weapon nor be from the same type.
Once per long rest, you can spend 10 minutes to ritually infuse another item with one of the two remaining specters.
Specter Release
Starting at the 15th level, the magic essence of their previous lives are restored enough to fully help you out in battles.
You can now, once per longrest, summon an Incarnation of the Specter from one of your vessels. Its stats, abilities and attacks depend on the type of Specter chosen.
Saved from the Grave
Starting at the 18th level, the Specters won't allow themselves to let you perish so easily.
If you are reduced to 0 Hit points, you are instantly brought back to 1 hit point, and become unable to lose hit points until the end of your next turn. If an Incarnation was on the battlefield, it sacrifices itself to give you its remaining hit points as health.
Incarnation of the Specter
Medium Undead, Unaligned
Armor Class 14 (Bow) / 16 (Blade) / 18 (Shield)
Hit Points 3d12 + (5 x your level in Fighter)
Speed 35ft, fly 20 ft (Bow only). (hover)
United. The Specters share the same ability scores, saving throw and skills as their summoner.
Fighting skills. During the turn of the Specter, it can both make one attack action & one Magic action. Special Abilities have a severely long recharge time, but can replace the attack action or the Magic action.
Imbued in magic. The Specters are able to cast some specific magical abilities.
- Spell save DC: 8 + your proficiency bonus + your Charisma modifier.
- Spell attack modifier: Your proficiency bonus + your Charisma modifier.
- Cantrip. Cantrip efficacity depends on your level in Fighter.
Resistances
Damage Immunity. Necrotic, Poison.
Damage Resistances. Bludgeoning, piercing, and slashing from nonmagical weapons, Radiant & Cold (Bow only), Thunder & Lighting (Blade only), Force & Fire (Shield only).
Condition Immunities Frightened, Poisoned, Exhausted.
Senses Dark vision 40 ft., passive Perception 15.
Languages The same as its summoner.
Passives
Sacrifice (once per battle). When your hit points are supposed to hit 0 or lower, the summoned Specter sacrifice itself, healing you for half of its current Hit Points before vanishing into the weapon.
Unsettling Aura. If an enemy within 15ft of a Specter fails an attack roll against an ally, including the Specter, an unsettling aura causes their next attack this turn to be at disadvantage.
Undead Healing. Whenever a Specter is subjected to Necrotic or Poison damage, it takes no damage and regains a number of hit points equal to the damage dealt.
Magic
- Blade. Casts the Shocking Grasp spell cantrip.
- Bow. Casts the Ray of Frost spell cantrip.
- Shield. Casts the Produce Flames spell cantrip.
Attacks
Special Abilities
Abilities have 1d6 turns of recharge.
- Blade. Casts the Thunder Step spell at 5th level.
- Bow. Casts the Conjure Volley spell at 5th level, inflicts Cold type of damage.
- Shield. Casts the Immolation spell at 5th level.
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
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